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  • Asking for Hex-Edit experts

    As to proceed in my scenario creation progress, I would need a little help from my friends.

    If there was anyone, who could hex-edit my .sav-file stackable and change all tundra to forest (if that's technically possible), I would be thankful for a lifetime!

    Thanks in advance,

    Cifer
    Attached Files
    Deutscher Meister 2004: WERDER BREMEN

  • #2
    Would that not be tedious in the extreme to do by hex-editing? Try using the Mapedit utility found here .
    Sea Kings TOT

    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

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    • #3
      Originally posted by EZRhino
      Would that not be tedious in the extreme to do by hex-editing? Try using the Mapedit utility found here .
      Ah thx!
      But is it true, that Mapedit randomizes terrain information? I am a little scared about that.
      Deutscher Meister 2004: WERDER BREMEN

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      • #4
        Replacing Terrains is easy with this tool, but you can't save as .sav, I guess, just as .mp file. So all my city placing would be lost.

        Any other solution here?
        Deutscher Meister 2004: WERDER BREMEN

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        • #5
          Use the other tool "CivStack" from the same page.



          By that opportunity, I'm looking for another feature of MapEdit that has to work in a savegame: erasing special ressources from filler squares.
          Last edited by battosai; September 6, 2007, 13:30.

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          • #6
            Originally posted by battosai
            Use the other tool "CivStack" from the same page.



            By that opportunity, I'm looking for another feature of MapEdit that has to work in a savegame: erasing special ressources from filler squares.
            Thanks Batto! Found out about civstack myself. But still no option to use mapedit "ingame". anyways.. as i found out about the possibility to kill ressources while i read on mercators site, i thought about placing citys again. ^^

            btw about bombing: the only possibility to simulate strategic bombing would be to create flying settlers which can "irrigate" grassland to "ruins" or stuff. unfortunately there is nothing like pillaging air units.
            Deutscher Meister 2004: WERDER BREMEN

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            • #7
              Hmm, I think that terrain transformation is way to hard for the bombing victim (if the ruin terrain cant be repaired and lowers ressource outcomes strongly) and gives the attacker too little strategical choices.

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              • #8
                There are several ways of representing strategic bombing...I think!?!

                The way I am going to (try to) use is to make an Strategic Bomber (air engineer) and Industrial terrain (high shield output). The Industrial terrain can be converted to a comparatively worthless type of terrain by the bomber.

                The only problem may be the amount of turns it takes to transform terrain. Does anyone know? I can't remember!

                Also, is the transforming effect cumulative? If so then several missions would be needed to transform Industrial terrain into rubble. Range and flight duration will also need to be examined to get this idea working.

                It would also be possible for enemy engineers to convert the terrain from rubble back to industrial. Not sure if the AI would bother but it could be useful in PBEMs.

                The other option would be to have a static Factory unit that triggers an event when it is destroyed. If these Factory units were made to be planes and the bombers were able to attack units in flight then you could avoid them being destroyed by ground units.

                If you used this in a multiplayer game then a clever player could just disband the factory units. It would work better in single player games or with a house rule forbidding them being disbanded.

                Pillaging mines using a batch file is a good but time intensive method IMHO.
                SCENARIO LEAGUE FORUM
                SCENARIO LEAGUE WIKI SITE
                SL INFORMATION THREAD
                CIV WEBRING MULTIPLAYER FORUM

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                • #9
                  The problem regarding a engineer-bomber would be, that there originally is just ONE single engineer-slot.
                  You can create several different flying settlers, but just one unit slot works as an engineer, as far as I understand.
                  Deutscher Meister 2004: WERDER BREMEN

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                  • #10
                    [QUOTE] Originally posted by McMonkey
                    The way I am going to (try to) use is to make an Strategic Bomber (air engineer) and Industrial terrain (high shield output). The Industrial terrain can be converted to a comparatively worthless type of terrain by the bomber. [quote]

                    In the detail this sounds good. You can decrease shield and trade output over this way yet roads, mines and irrigation (though this is an unrealistic target) will remain.

                    The only problem may be the amount of turns it takes to transform terrain. Does anyone know? I can't remember!
                    You can lenghthen and shorten the time (roundsx5) in the Cosmics in the rules, i.e. to one.

                    Also, is the transforming effect cumulative? If so then several missions would be needed to transform Industrial terrain into rubble. Range and flight duration will also need to be examined to get this idea working.
                    If you want to spare terrain types for other purposes you can do this of course. In a global scenario it will be hard.

                    It would also be possible for enemy engineers to convert the terrain from rubble back to industrial. Not sure if the AI would bother but it could be useful in PBEMs.
                    For that you can set a longer transformation time than for the bombing period.

                    Pillaging mines using a batch file is a good but time intensive method IMHO.
                    What about the terrainchange tool that Dario suggested?

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                    • #11
                      Originally posted by Cifer Almasy
                      The problem regarding a engineer-bomber would be, that there originally is just ONE single engineer-slot.
                      You can create several different flying settlers, but just one unit slot works as an engineer, as far as I understand.
                      That is right of course. Maybe you should have a terrain change effect for the irrigation order on the industrial.

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                      • #12
                        Doesn't @UNITS_ADVANCED in ToT eliminate this limit?
                        El Aurens v2 Beta!

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                        • #13
                          ToT also can avoid disbanding of units... But I think Cifer and Werd are MGE only designers.

                          I am open for ToT right when I have finished a playable MGE scenario.

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                          • #14
                            Thanks battosai, good to know how to change the transformation time.

                            I am using this idea in my update of WWII Europa and have used the expendable Orchard terrain for Industrial. In a global scenario finding a spare terrain slot would be much harder.

                            The limit of one engineer is a bit of a problem but I will have to work around it as best as I can. I do intend to make a ToT version at some point so I can overcome those problems in that version!
                            SCENARIO LEAGUE FORUM
                            SCENARIO LEAGUE WIKI SITE
                            SL INFORMATION THREAD
                            CIV WEBRING MULTIPLAYER FORUM

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                            • #15
                              - In which way does maximal turns in air number affect barbarian air units? -

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